public DeleteMapObjectsAction(Universe univ, Scene.RenderScene scene, List <MapEntity> objects, bool setSelection) { Universe = univ; Scene = scene; Deletables.AddRange(objects); SetSelection = setSelection; }
public NvmMesh(NvmMesh mesh) { RenderScene = mesh.RenderScene; Resource = mesh.Resource; Resource.Acquire(); Resource.AddResourceEventListener(this); }
public NvmMesh(Scene.RenderScene scene, Resource.ResourceHandle <Resource.NVMNavmeshResource> res, bool useSecondUV, Dictionary <string, int> boneIndexRemap = null, bool ignoreStaticTransforms = false) { RenderScene = scene; Resource = res; Resource.Acquire(); res.AddResourceEventListener(this); }
public AddMapObjectsAction(Universe univ, Map map, Scene.RenderScene scene, List <MapEntity> objects, bool setSelection) { Universe = univ; Map = map; Scene = scene; Added.AddRange(objects); SetSelection = setSelection; }
public CollisionMesh(CollisionMesh mesh) { RenderScene = mesh.RenderScene; Resource = mesh.Resource; Resource.Acquire(); Resource.AddResourceEventListener(this); WindCW = mesh.WindCW; }
public CollisionMesh(Scene.RenderScene scene, Resource.ResourceHandle <Resource.HavokCollisionResource> res, bool windcw) { RenderScene = scene; Resource = res; Resource.Acquire(); res.AddResourceEventListener(this); WindCW = windcw; }
//public RenderTarget2D SceneRenderTarget = null; public Viewport(string id, GraphicsDevice device, Scene.RenderScene scene, MsbEditor.ActionManager am, MsbEditor.Selection sel, int width, int height) { _vpid = id; PrevWidth = width; PrevHeight = height; Width = width; Height = height; _device = device; float depth = device.IsDepthRangeZeroToOne ? 1 : 0; _renderViewport = new Veldrid.Viewport(0, 0, Width, Height, depth, 1.0f - depth); _renderScene = scene; _selection = sel; _worldView = new WorldView(new Veldrid.Rectangle(0, 0, Width, Height)); _viewPipeline = new Scene.SceneRenderPipeline(scene, device, width, height); ViewportGrid = new DebugPrimitives.DbgPrimWireGrid(Color.Green, Color.DarkGreen, 50, 5.0f); //ViewportGrid.CreateDeviceObjects(device, null, ViewPipeline); //RenderScene.AddObject(ViewportGrid); _projectionMat = Utils.CreatePerspective(device, false, 60.0f * (float)Math.PI / 180.0f, (float)width / (float)height, 0.1f, 2000.0f); _frustum = new BoundingFrustum(_projectionMat); _actionManager = am; _viewPipeline.SetViewportSetupAction((d, cl) => { cl.SetFramebuffer(device.SwapchainFramebuffer); cl.SetViewport(0, _renderViewport); if (_vpvisible) { _clearQuad.Render(d, cl); } _vpvisible = false; }); _viewPipeline.SetOverlayViewportSetupAction((d, cl) => { cl.SetFramebuffer(device.SwapchainFramebuffer); cl.SetViewport(0, _renderViewport); cl.ClearDepthStencil(0); }); // Create gizmos _gizmos = new MsbEditor.Gizmos(_actionManager, _selection, _renderScene.OverlayRenderables); Scene.Renderer.AddBackgroundUploadTask((d, cl) => { _gizmos.CreateDeviceObjects(d, cl, _viewPipeline); }); _clearQuad = new Scene.FullScreenQuad(); Scene.Renderer.AddBackgroundUploadTask((gd, cl) => { _clearQuad.CreateDeviceObjects(gd, cl); }); }
public void RegisterWithScene(RenderScene scene) { if (RenderScene == scene && Registered) { return; } else if (RenderScene != scene && Registered) { UnregisterWithScene(); RenderScene = scene; } if (!Resource.IsLoaded) { return; } Registered = true; }
public void RegisterWithScene(RenderScene scene) { if (RenderScene == scene && Registered) { return; } else if (RenderScene != scene && Registered) { UnregisterWithScene(); RenderScene = scene; } if (RenderMesh == null) { return; } Registered = true; }
public Mesh(Scene.RenderScene scene, BoundingBox bounds, RenderObject mesh) { RenderScene = scene; RenderMesh = mesh; Bounds = bounds; OnWorldMatrixChanged(); Renderer.AddBackgroundUploadTask((d, cl) => { if (RenderMesh != null) { RenderMesh.CreateDeviceObjects(d, cl, null); if (AutoRegister) { RegisterWithScene(RenderScene); } Created = true; } }); }
public Universe(AssetLocator al, Scene.RenderScene scene, Selection sel) { _assetLocator = al; _renderScene = scene; Selection = sel; }
public DisplayGroupsEditor(Scene.RenderScene scene, Selection sel) { _scene = scene; _selection = sel; }
public NavmeshEditor(Scene.RenderScene scene, Selection sel) { Scene = scene; _selection = sel; }
public NavmeshEditor(AssetLocator locator, Scene.RenderScene scene, Selection sel) { _locator = locator; _scene = scene; _selection = sel; }
public Mesh(Mesh mesh) { RenderScene = mesh.RenderScene; }